New Druid Legendary Card Revealed - Lost in the Park
4Players just revealed a new United in Stormwind card: Lost in the Park
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Just think of this as survival tool rather than an aggressive tool.
With Park Panther and hero power you completed the first quest already. The 2nd quest in the quest line isn’t that hard to clear either. I think if this questline is to be tried then it shouldn’t be the main focus of your deck honestly.
good synergy w give +2/+2 to taunt and copy it
Weakest quest line so far. The payoff is trash for how hard it is to accomplish, also you're probably long dead before you get close.
I'll agree that the pay off is underwhelming, but its really not that hard to accomplish. You got pounce, moontouched amulet, feral rage, the new park panther, resizing pouch to get you more pounces, ways to duplicate park panther and there are still more cards to be revealed yet.
Druid has other broken things it will probably want to do besides this, but its really not that bad.
he name rhyme.
This will need some extra support.
Right now there are only few ways to get attack. Pounce, new panther, feral rage and corrupted amulet. and hero power. That is extremely limited and feral rage was always played for armor, if discovered.
I am wondering, whether you need to get all that attack at the same time (i.e. hit for 4,5,6) or you can accumulate it over few turns. I guess the latter, as it is now almost impossible to gain 6 attack without combining 2 specific cards at same turn, as nothing provides more than 4 attack.
It will not be solved so fast, as you need to acumulate 15 attack (and if you get 6 instead of 5, does it count to next one?) - that is 2x corrupted amulet or feral rage, 2x panther and hero power. Doesnt sound like a lot, but you have to have those 4 out of 6 cards in hand. That is a lot and costs 16 mana (+1 for quest), so together at best turn 6-7.
But once finished, it will be strong (especially against aggro decks) - you get 10 armor from questline and you can easily play guff 3-5 times with mark of the spikeshell and solar eclipse and maybe from nature studies,or guidance. +12 armor from moontouched amulets.
But yeah, seriously needs at least 2 more cards to support it.
I think its going to be easier than you realize. Especially with hero power always being available. Then you have multiple ways to tutor the park panther with living seeds or guardian animals. You can duplicate panther with menagerie warden, germination, or even that new 2/4 if you get the cost reduced. Then pounce you can also discover from resizing pouch and any of those spells can be doubled with solar eclipse.
Pure garbage
I feel like this might actually be half decent in some sort of tempo deck, as the 4/4 rush give your hero +3 attack is quite good. Additionally, druid has multiple cards to copy Guff and replay him multiple turns in a row.
SUPER TRASH -100/10
Might look boring, but I don't mind the idea of duplicating the Taunt, just depends on what else we get in the druid set.
Wait guys?! "Gain 8 armor this this turn" Does that mean i lose the armor at round end? :D
"Battlecry: For the rest of the game gain 3 armor and 3 attack this turn at the start of each turn" That would have been awesome
Yeah or to just have 2 attack permanently. That would mean that the druid could hurt all enemy that attacks it's face. That feels lile a druid thing to me. :D
And no you won't lose the armor. Attack disappears automatically after a turn ends, aemor don't. All it says is that the attack won't stick or be refilled.
I wish the reward would be permanent attack on your hero :(. and/or gaining 2 armor everyturn for free or at least 1.
Yeah, that would have felt more interesting and special. :D
Well as a druid and mage main I'm really disappointed in these quests...priest's get a 10 mana spell that kills the opponent with minimal build around, druids get an 8/8 taunt with a 1 turn mediocre effect that requires a serious build around. Hardly seems fair.
It's a boring card for sure... But I don't think that all questlines have to have "crazy effects". Druid already does stupid combos with Lady Anacondra, Celestial Alignment, Solar Eclipse...
The hardest matchup againts druid is aggro, and this card gives you a lot of survivability while you do damage.
Reward should have given Druids 12 mana crystals for the rest of the game (not gaining all, just max number!!!)
I like the concept, but I think it’d need to be more impactful than that. I’d say something along the lines of, “For the rest of the fans: deal damage to all enemies equal to your unspent Mana at the end your turn.” Either way, something that doesn’t have a poor and slightly confusing effect. I don’t even know if that armor disappears or if it acts like normal armor. Why would you gain temporary armor from such a long and difficult quest line?
Yeah, giving yourself max 12 crystals without any other side effect would be kinda bad play. Even worse for Legendary Questline, but it would be really cool concept. Maybe gain 12 max crystals and give your hero 3 permanent attack? Even during your opponents turn.